public Labyrinth(MazeSaveData mazeSave) { this.Height = mazeSave.Height; this.Width = mazeSave.Height; this.CellCount = mazeSave.CellCount; this.ExitIndex = mazeSave.ExitIndex.ToVector2Int(); _cells = new Cell[Height * Width]; InitGrid(mazeSave); }
private void InitGrid(MazeSaveData mazeSave) { for (int i = 0; i < _cells.Length; i++) { _cells[i] = new Cell(mazeSave.Cells[i]); } for (int i = 0; i < _cells.Length; i++) { _cells[i].SetCellLinks(Index2Neighbor(mazeSave.Cells[i].Links)); _cells[i].SetCellNeigbours(Index2Neighbor(mazeSave.Cells[i].Neigbours)); } }
public GameSaveData(GameData gameData) { Labyrinth = new MazeSaveData(gameData.maze); PlayerData = new PlayerData(gameData.playerPosition, gameData.bulletCount, gameData.playerHealth); enemyPositions = new Position[gameData.enemyPositions.Count]; enemyHealth = new float[gameData.enemyHealth.Count]; PlayerData.Health = gameData.playerHealth; for (int i = 0; i < gameData.enemyPositions.Count; i++) { enemyPositions[i] = new Position(gameData.enemyPositions[i]); enemyHealth[i] = gameData.enemyHealth[i]; } }